Katie & Scott & Simon & Cecily.

Tag: puzzle

Puzzle Agent

I bought this game only a few days ago on Steam as part of a heavily discounted indie bundle. It was a game that I had had my eye on for a short amount of time; after all, I enjoyed Telltale’s Sam and Max games (back when I played them on Gametap) and I’ve gotten to spend a bit of time with their new Monkey Island games.

This game is…short. Steam tells me that I’ve played it for 5 hours, and I’m sure more than 30 minutes of that was while the game was paused as I was feeding or changing or cuddling Simon.

But that’s really the only criticism I’d put against it. I don’t even mind that much because I got it at such a steep discount, though I might feel a bit more guff if I had paid a full $10 for it.

The game has a really interesting feel and vibe. It somehow treads that territory (that perhaps no one knew existed) between the joy, frustration, and whimsy of Professor Layton and the somewhat ominous storytelling undertones of Twin Peaks and Alan Wake. It’s a strange yet compelling short story with puzzles interjected in it.

And if you’re into that kind of thing, it’s great fun. If you’re not, it’s strange and possibly frustrating and almost certainly not rewarding enough. Luckily, I’m into that kind of thing.

(Footnote: no huge spoilers in this post, as I don’t think there’s really any need to discuss much of the plot. I will say that the puzzles that get interrupted by gnomes managed to surprise, terrify, and delight me all at once.)

Day 168: winner winner chicken dinner

About a month ago, Katie and I participated in a joint Google/Virgin Airlines contest of skill called Day in the Cloud.

Well, guess what? Katie won it. I’m writing this on the brand new free netbook that arrived in the mail today, along with a bunch of Virgin airline ticket vouchers and a stylish laptop bag (which is way too big for a netbook, but perfect for Katie’s Macbook).

Don’t go up against the Dai family when it comes to an online puzzlestorm. You will go down.

Go us! We’re awesome! This netbook is almost comically small, but very cute. It’s like those miniature horses – not terribly practical, but awesome if you got one for free!

Day 70: puzzling

Good puzzles are hard to craft, challenging to solve, and give the person who does eventually figure them out a great sense of satisfaction.

Good puzzles are also hard to come by. Back in college, Microsoft would sponsor a yearly puzzle competition that required a full-day commitment and a team of 3 or 4 people. I only participated in it one year, but it was a very fun day.

I have, since then, judged puzzles against the ones that were a part of that competition. There are, to me, several factors that take an OK puzzle and make it great. Here they are, in descending order of importance.

Minimalism: the best puzzles are ones where every element is integral to the solution, meaning that by definition, it is a minimalist puzzle. Put another way, this could read “no red herrings.” Not every aspect of the puzzle has to point directly toward its solution, but no part of the puzzle should be there for no reason. Even more importantly, no part of the puzzle should be there to intentionally throw the puzzle-solver off-track. That’s mean and, for a good puzzle, completely unnecessary.

Multiple Epiphanies: all good puzzles should contain moments when the solver suddenly understands something; a certain code or representation will suddenly click, or the relationship between two elements in the puzzle suddenly becomes clear. The trick is to have multiple epiphanies. Conventionally, these will build upon each other, but if solving portions of the puzzle independently also has its own reward. Solving one code and applying it three times isn’t too fun. Solving three integrated codes and having to apply each one differently is much more rewarding.

Strong Causality or Interlocking Parts: so your puzzle has multiple parts to give the solver multiple chances to discover things. Take it up one more level, and create a way to interconnect them, so that a solver will be given hints on how to solve section B after solving section A. If you’ve designed the puzzle really well, solving section B first will also give hints on how to solve section A.

Originality: this is the X factor and isn’t something that is as easy to engineer as some of the other factors. But the most brilliant puzzles are those that use mechanics and hooks that haven’t been seen before. Or, perhaps, a mechanic that has been used before but tweaked in a new way. At the very least, you want to avoid a puzzle that makes something think, “oh, this is just like that other puzzle.”

So, go make me some puzzles! And maybe I’ll make you some.

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